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How do you handle magic item churn in 5E?
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7947820" data-attributes="member: 6802951"><p>I'm not sure I understand the Goku/super-saiiyan references, but when you think about it in practice, those items aren't too bad.</p><p>If someone put an 8 in a stat, its unlikely that it will be an ability that they get a lot of use out of. Conversely, if they have a lot of power based on a stat, they will probably want to max it out.</p><p></p><p>Likewise the wand of magic missiles. Unless you burn all the charges in one or two shots, you're probably going to be doing comparable damage with cantrips. Its nice t have as a backup, but its not exactly going to dominate play.</p><p></p><p>If Alice has an issue wit any of the items, she can simply not make them available in most cases.</p><p></p><p> With several options built in for DM fiat.</p><p></p><p> So Bob asks Alice if he can try to make a specific item in downtime.</p><p>Alice would need to:</p><p>Decide whether this activity is available to the characters.</p><p>Decide if the item is possible to make in her game.</p><p>Decide whether she is going to allow the party enough downtime to create the item.</p><p>Decide how Bob might be able to obtain the formula required. (adventure, buying etc. Likely determine how Bob could find out about how to obtain the formula.)</p><p>Decide what the materials required for the item are, the CR of the adventure/encounter required to obtain them.</p><p><em>Then</em> start rolling for complications.</p><p></p><p>Now, if she wanted, Alice could just bypass a bunch of these checks. Or set them to a level at which she doesn't think that the item will be problematic.</p><p></p><p> Well, sure, he can just decide that magic items are unnecessary. or stick to what the dice say in terms of items the party might find as treasure.</p></blockquote><p>[/QUOTE]</p>
[QUOTE="Cap'n Kobold, post: 7947820, member: 6802951"] I'm not sure I understand the Goku/super-saiiyan references, but when you think about it in practice, those items aren't too bad. If someone put an 8 in a stat, its unlikely that it will be an ability that they get a lot of use out of. Conversely, if they have a lot of power based on a stat, they will probably want to max it out. Likewise the wand of magic missiles. Unless you burn all the charges in one or two shots, you're probably going to be doing comparable damage with cantrips. Its nice t have as a backup, but its not exactly going to dominate play. If Alice has an issue wit any of the items, she can simply not make them available in most cases. With several options built in for DM fiat. So Bob asks Alice if he can try to make a specific item in downtime. Alice would need to: Decide whether this activity is available to the characters. Decide if the item is possible to make in her game. Decide whether she is going to allow the party enough downtime to create the item. Decide how Bob might be able to obtain the formula required. (adventure, buying etc. Likely determine how Bob could find out about how to obtain the formula.) Decide what the materials required for the item are, the CR of the adventure/encounter required to obtain them. [I]Then[/I] start rolling for complications. Now, if she wanted, Alice could just bypass a bunch of these checks. Or set them to a level at which she doesn't think that the item will be problematic. Well, sure, he can just decide that magic items are unnecessary. or stick to what the dice say in terms of items the party might find as treasure.[/QUOTE] [/QUOTE]
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